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The Azure Tower

In the Kingdom of the shield is the Azure Tower, the principal seat of learning for the magical arts in the days following the Wars of the Dead. Those with the sight travel from all over the Kingdoms and the Republic of the March to study there with one of the many Masters.

For the most part, the Tower is just a gathering place and students will apprentice to a particular master as they learn their craft. However, in some fields of study there are so many students that the masters teach them collectively. In Arcadia, this is the beginnings of the first real University and there are some proscribed courses of study that some mages go through. Some of those are listed here.

While most students at the Tower seek to be recognized by the Guild as Mages and able to take apprentices of their own, some with the sight arrive only to learn very specific and limited skills. These are listed first.

Medic (30 points)

It takes two years to complete the training to become a Medic. Upon completion, the masters award most students with the traditional tunic of light green and a Medallion of the Medic. A Medic is a recognized member of the College of Healers, and this carries with it a social regard not held by other novices.

Advantages: Magery 2 (Healing) [15]; Signature Gear: Medallion of the Medic [1], Rank 1 (Medic)
Skills: First Aid (E) IQ [1]
Spells: Lend Energy (E) IQ+2 [1]; Lend Vitality (A) IQ+1 [1]; Minor Healing (A) IQ+3 [4]; Relieve Sickness (A) IQ+1 [1]; Recover Mana (E) IQ+2 [1]

Medallion of the Medic ($300)

The Medallion of the Medic is a polished and faceted Vermarine (green quartz) stone in a silver setting on a light silver chain. The medallion itself is worth approximately $100, and carries the following enchantments: Adder +2 (Minor Healing), Adder +2 (Recover Energy). 

Grower (25 points)

Growers are trained to keep plants healthy and productive. Generally speaking, growers are employed by landholders with specialized agriculture (grapes, orchards, herbs) -- not supporting regular production of crops. 

Advantages: Magery 2 (Plant) [15]
Skills: Farming (A) IQ+1 [4]
Spells: Seek Plant (E) IQ+2 [1]; Identify Plant (E) IQ+2 [1]; Heal Plant (A) IQ+1 [2]; Bless Plants (A) IQ+1 [2]

Provisioneer (25 points)

While no company in the Kingdom of the Shield relies on magic to provide all of its food supply, most of the larger companies of fighting men have one or more trained Provisioneers to help with food preservation and to stretch supplies in time of shortage.

Advantages: Magery 1 (Food) [10]
Skills: Cooking (E) IQ [1]
Spells: Seek Food (E) IQ+1 [1]; Test Food (E) IQ+1 [1]; Purify Food (A) IQ [1]; Purify Water (A) IQ [1]; Cook (A) IQ [1]; Preserve Food (A) IQ+2 [4]; Create Food (A) IQ+1 [1]; Recover Energy (E) IQ+3 [4]

Missileer (25 points)

Knights in the Order of the Stone are given this training to enable them to throw Stone Missiles as they enter Battle.  

Advantages: Magery 2 (Earth) [15]
Skills: Innate Attack (Projectile) (A) DX-1 [2]
Spells: Shape Earth (A) IQ+2 [1]; Earth to Stone (A) IQ+2 [1]; Create Earth (A) IQ+2 [1]; Earth Missile (A) IQ+3 [4]; Recover Energy (A) IQ+2 [1]

Windrider (25 points)

The Windrider company is an elite company within the Order of the Stone. Prospective Windriders must complete this two-year course of study at the Azure Tower before receiving their spurs.

Advantages: Magery 2 (Air) [15]
Skills: Innate Attack (Projectile) (A) DX-1 [1]
Spells: Shape Air (A) IQ+1 [1]; Walk on Air (A) IQ+1 [1]; Ride on Air (A) IQ+3 [4]; Wind Barrier (A) IQ+1 [1]; Recover Energy (E) IQ+1 [1]; Concussion (A) IQ+1 [1]

Apprentice (25 points)

Mages coming to the tower for a broader or deeper understanding of magic Apprentice to one of the masters in the guild and engage in less structured and less formal instruction than any of the aforementioned candidates. What they will learn does not reduce to a single template, as each will be subtly different from the other. There are many things that they will have in common, though. The following template represents an Apprentice after three years of study at the tower, just as he or she is beginning to delve into the serious work of their particular area.

Advantages: Magery 1 (Animism, Sorcery, Thaumaturgy, or Mentalism) [13]
Skills: Area Knowledge: The Mage-Ward (E): IQ+1 [2]; Research (A) IQ-1 [1]; Thaumatology (VH) IQ-2 [2]; History: Kingdom of the Shield (H) IQ-2 [1]
Spells: Recover Mana (E) IQ+1 [1]; Lend Mana (A) IQ [1]; Share Mana (A) IQ [1]; 3 other spells (E or A) IQ+1 or IQ [3]

Lenses:

Apprentices at the Tower pay for the privilege of studying with the Masters. While some come from wealthy backgrounds, most do not, and nearly all of them will need to discover some means of making some extra money while in Newcastle. 

Enchanter's Assistant (12 points).
The Enchanters of the Azure Tower are always willing to pay for Apprentices to assist in enchantments, particularly in the manufacture of Manastones. Journeymen Enchanters constantly enchant manastones for the Masters to use in their large enchantments. The Mages of the Tower use mundane materials for these stones exclusively; therefore, the Journeymen are always in need of assistants to help provide the requisite 80 mana. Requires IQ 11+. 

Advantages: IQ+1 (only for calculating mana, -80%) [4], Magery 1 (Enchantment) [5]
Spells: Recover Mana (E) IQ+3 [1]; Manastone (E) IQ+1 [2]

While most mages train with their master and learn a highly individualized set of skills, there are several Magic Orders within the tower whose Journeyman Mages can be sufficiently described by a GURPS template. It is expected that an Apprentice can rise to the rank of Journeyman within six years of study.

Healer (67 points)

The Journeymen of the Order of the Healer are a common sight in the Kingdom of the shield -- nearly half of all mages seek training as Healers or Medics, and there is no shortage of demand for their services. Healers can be found in the household of any but the poorest landholder and a large village might have one to meet the demands of the nearby farmsteads and smaller villages. Most of the Kingdom's towns will have a small handful of healers to call upon in their time of need.

Once certified by a Master Healer the Journeyman healer can wear the green and gold robes that signify his order and are given the Amulet of the Healer as well.

Advantages: Magery 4 (Healing) [25]; Signature Gear: Amulet of the Healer [2]; Rank 2 (Healer) [10]
Skills: First Aid (E) IQ+1 [2]; Diagnosis (H) IQ-1 [2]; Area Knowledge: The Mage-Ward (E): IQ+1 [2]; Research (A) IQ-1 [1]; Thaumatology (VH) IQ-2 [2]; History: Kingdom of the Shield (H) IQ-2 [1]
Spells: Lend Energy (E) IQ+4 [1]; Lend Vitality (A) IQ+3 [1]; Minor Healing (A) IQ+4 [2]; Relieve Sickness (A) IQ+3 [1]; Healing Slumber (H) IQ+2 [1]; Body Reading (H) IQ+2 [1]; Stop Bleeding (A) IQ+3 [1]; Major Healing (H) IQ+3 [2]; Resist Disease (A) IQ+3 [1]; Cure Disease (A) IQ+3 [1]; Remove Contagion (A) IQ+3 [1]; Restoration (A) IQ+3 [1]; Detect Poison (E) IQ+4 [1]; Resist Poison (A) IQ+3 [1]; Neutralize Poison (H) IQ+2 [1]; Recover Mana (E) IQ+2 [1]; Lend Mana (A) IQ [1]; Share Mana (A) IQ [1];

Amulet of the Healer ($1000)

The Amulet of the Healer is a polished and faceted Vermarine (green quartz) stone in a gold setting on a heavy gold chain. The amulet itself is worth approximately $200 and is enchanted with Adder +2 (Spell-Group: Minor Healing, Major Healing, Greater Healing, Stop Bleeding, Healing Slumber), Adder +2 (Recover Mana). The Vermarine stone is a P8 powerstone (12 mana).

Historian (65 points)

Historian is a specialty within the realm of Thaumaturgy. Historians specialize in Knowledge and spells, but also must at least dabble in Illusion magic to perform their craft. They are found in the service of many of the Tenants-in-Chief and are frequently consulted to help unravel matters of crime and intrigue. Historians wear simple undyed robes and their staves are unadorned. The simplicity of their attire aids in concentration and avoids disruptive influence as they interact and study the auras of objects and people.

Advantages: Magery 3 (Thaumaturgy) [29]; Status 1 (Journeyman Mage) [5]; Signature Gear: Historian's Pouch [2]
Skills: Area Knowledge: The Mage-Ward (E): IQ+1 [2]; Research (A) IQ-1 [1]; Thaumatology (VH) IQ-2 [2]; History: Kingdom of the Shield (H) IQ-1 [2]
Spells: Recover Mana (E) IQ+3 [1]; Lend Mana (A) IQ [1]; Share Mana (A) IQ [1]; Aura (A) IQ+2 [1]; History (H) IQ+1 [1]; Know True Shape (A) IQ+2 [1]; Remove Aura (H) IQ+2 [2]; Find Direction (E) IQ+3 [1]; Seeker (A) IQ+2 [1]; Light (E) IQ+3 [1]; Colors (A) IQ+2 [1]; Sound (E) IQ+3 [1]; Voices (A) IQ+2 [1]; Simple Illusion (A) IQ+2 [1]; Complex Illusion (A) IQ+2 [1]; Images of the Past (A) IQ+2 [1]; Echoes of the Past (A) IQ+2 [1]; Delay (E) IQ [1]

Spell Lvl Cost Maint Prereqs Notes
Images of the Past A 4*(3-TM) 3 Simple Illusion, History Magic, page 107. TM=Time Modifier Penalty (p. 81).
Echoes of the Past A 4*(2-TM) 2 History, Voices Magic, page 107. TM=Time Modifier Penalty (p. 81).

Historians carry smooth discs of light colored stone to use to record the past events that they review with these spells. The Historian will keep these discs as aura-neutral as possible with applications of Remove Aura and store them in their Historian's Pouch. The Pouch is enchanted with Scryguard, which keeps magical "contamination" out. One of these discs is then brought out and placed into the environment whenever the Historian is using Images/ Echoes of the Past and because it has a very weak Aura of its own it imprints with the effects of those spells. This allows the Historian to make a portable (and recent) record of the events in question. 

Subsequent castings of Images or Echoes of the past upon the discs will reveal only the recorded events (and images of their handling by the Historians).

Historian's Pouch ($1000)

The Historian's Pouch protects itself and its contents from any magical energy -- treat as a Scryguard or Scrywall. It is a small belt pouch lined with grey felt.

Minder (62 Points)

Every Mentalist is assigned a minder, whose job it is to watch over the Mentalist and ensure that he does not use his powers unwisely. Clearly, the most important aspect of the Minder is resistance to the Mentalist's arts. Minders learn the Mentalism discipline of Acuity, but (like other non-mentalists) may learn no other Mentalism spells.

Minders are typically trained as Thaumaturges in addition to their training in Acuity. They are each equipped with a Minders Amulet of Warding. This Minder is a Journeyman, and would be assigned to a Mentalist of the same grade. 

Advantages: Magery 1 [15]; Magery 1 (Thaumaturgy) [8]; Magery 1 (Acuity) [5]; Status 1 (Journeyman Mage) [5]; Signature Gear (Minder's Amulet of Warding) [2]
Skills: Area Knowledge: The Mage-Ward (E): IQ+1 [2]; Research (A) IQ-1 [1]; Thaumatology (VH) IQ-2 [2]; History: Kingdom of the Shield (H) IQ-2 [1]
Spells: Recover Mana (E) IQ+2 [1]; Lend Mana (A) IQ+1 [1]; Share Mana (A) IQ+1 [1]; Tell Time (E) IQ+2 [1]; Alarm (E) IQ+2 [1]; Find Direction (E) IQ+2 [1]; Seeker (A) IQ+2 [1]; Apportation (E) IQ+2 [1]; Fasten (A) IQ+1 [1]; Magelock (A)IQ+1 [1]; Boost Will (E) IQ+2 [1]; Strengthen Will (A) IQ+1 [1]; Hide Thoughts (A) IQ+2 [2]; Conceal Magic (A) IQ [1]; Scryguard (A) IQ [1]; Magic Resistance (H) IQ-1 [1]; Spell Shield (H) IQ [2]

Minder's Amulet of Warding ($1000)

The Minder's Amulet is crafted of gold in the shape of a shield. It is enchanted with Adder +3 (Hide Thoughts, Spell Shield).

Sorcerer [62 points]

Once a Sorcerer reaches Journeyman status, he is considered to be in possession of Arms, and must therefore either be of birth and station such that this is his right or be in the service of some Lord or Captain. Here are characteristics for a Journeyman Fire-Mage.

Advantages: Magery 3 (Fire) [20], IQ + 2 (Only for Increasing Mana, -80%) [8], Status 1 (Journeyman Mage) [5]
Skills: Area Knowledge: Mage Ward IQ+1 [2], Research IQ-1 [1], Thaumatology IQ-2 [2], History KOTS IQ-2 [1], Innate Attack (Projectiles) DX+2 [4]
Spells: Recover Mana IQ+3 [1], Lend Mana IQ+2 [1], Share Mana IQ+2 [1], Ignite Fire IQ+3 [1], Create Fire Q+3 [2], Shape Fire IQ+2 [1], Fireball IQ+5 [8], Explosive Fireball IQ+3 [2], Flaming Weapon IQ+2 [2]

Enchanter [65 points]

Enchanters are an important part of the Azure Tower. The production of enchantments is an important ongoing activity at the Tower, and many Mages are involved in this craft. Unlike some of the other specialists, Enchanters can spend their entire career within the walls of the Mage-Ward in Newcastle.

Enchanters must specialize. They need to have an understanding not just of Enchantment, but also of some other realm of magic to be able to make useful items. As a result, no template will serve to describe all of the areas of specialty. Here is a typical Journeyman Enchanter whose secondary specialty is healing. Even after completing his first sixyear at the tower, his capabilities are quite limited. He can not lead a circle of enchanters, and is best suited to the manufacture of Manastones and the assisting of enchantments. He can assist with a limited number of things: Minor Healing Items and Adders for Healing and Meta-Spells. He has worked hard at expanding his Mana reserves and his ability to recover. 

Advantages: Magery 1: Animism [13], Magery 1: Healing [5], Magery 3: Enchantment [15], Intelligence +2 (Only for calculating Mana -80%) [8], Status 1: Journeyman Mage [5]

Skills: Area: Mage-Ward IQ+1 [2], Research IQ-1 [1], Thaumatology IQ-2 [2], History IQ-2 [1]

Spells: Recover Mana IQ+4 [2], Lend Mana IQ-1 [1], Share Mana IQ-1 [1], Lend Energy IQ+2 [1], Lend Vitality IQ+1 [1], Minor Healing IQ+1 [1], Manastone IQ+3 [2], Scroll IQ+2 [1], Mage-Item (Healing) IQ+2 [1], Mage-Item (Meta-Spells) IQ+2 [1], Adder IQ+2 [1]

Master Enchanters have sufficient skill to lead a circle of five others in crafting an enchantment.